/*
    The MIT License

    Copyright (c) 2010 IFMO/GameDev Studio

    Permission is hereby granted, free of charge, to any person obtaining a copy
    of this software and associated documentation files (the "Software"), to deal
    in the Software without restriction, including without limitation the rights
    to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
    copies of the Software, and to permit persons to whom the Software is
    furnished to do so, subject to the following conditions:

    The above copyright notice and this permission notice shall be included in
    all copies or substantial portions of the Software.

    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
    IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
    FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
    AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
    LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
    OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
    THE SOFTWARE.
*/

#pragma once

/*-----------------------------------------------------------------------------
	Lighting system :
-----------------------------------------------------------------------------*/

class EFRLightingSystem : public ICoreObject {
	public:
					EFRLightingSystem		( EFRScene *scene );
					~EFRLightingSystem		( void );
					
		void		ReloadShader			( void );
		void RenderLighting ( const EGBuffer &gbuf, IPxTexture color, IPxTexture depth );
			
	protected:
		void		CopyDepthBuffer				( const EGBuffer &gbuf );
	
		void		RenderAmbient				( const EGBuffer &gbuf );
	
		void		RenderLightOmni				( const EGBuffer &gbuf, IPxTexture color, IPxTexture depth, const EFRLight *light );
		void		RenderLightSpotShadow		( const EGBuffer &gbuf, IPxTexture color, IPxTexture depth, const EFRLight *light );
		void		RenderLightDirectShadow		( const EGBuffer &gbuf, IPxTexture color, IPxTexture depth, const EFRLight *light );
		
		void		DrawShapeOmniLight			( float radius );
		void		DrawShapeSpotLight			( float radius, float spot );
		void		DrawShapeDirectLight		( float depth, float size );
		void		DrawShapeCube				( float szx, float szy, float szz );
		
		void		SetupFXUniforms				( const EGBuffer &gbuf, const EFRLight *light );
		void		SetupFXUniformsGlobal		( const EGBuffer &gbuf );
		
		EMatrix		ComputeSMViewProjMatrix		( const EFRLight *light );
		EMatrix		ComputeLightWorldMatrix		( const EFRLight *light );
		EMatrix		ComputeLightViewMatrix		( const EFRLight *light );
		
		void		EnableStencilMarkingBack	( void );
		void		EnableStencilMarkingFront	( void );
		void		EnableStencilLightRendering	( void );
		void		DisableStencilLighting		( void );
	
		WeakRef<EFRScene>	scene;
		IPxEffect			effect;
		IPxTexture			shadow_map;
	};
	
	
